Base Class: Barbarian
When Predatory barbarians enter a rage, their ferocity increases, but it is held under control. The Predatory barbarians channel their rage to enhance their senses, allowing them to become the top of the food chain.
Predatory Senses
When you enter a rage, your senses are heightened, enabling you to more clearly find your prey. Until your rage ends, you gain expertise on two of the following skills: Athletics, Insight, Investigation, Perception, and Survival. Additionally, you gain proficiency in Perception if you don't already have it.
Mark of Prey
When you enter your rage, you can mark a target as your prey. As a bonus action, at any point while in rage, you can mark one creature as your Prey. You gain advantage on melee attacks against your Prey when there have not been any other creatures attacking them in a turn. You can change your marked Prey as a bonus action.
When you reach 6th level, you keep advantage when others attack your prey, and you can mark two targets as Prey.
When you reach 10th level, you can mark three targets as Prey.
Benefits of the Hunt
When you kill an enemy marked as your prey, you gain one of the following benefits:
Benefits of the Hunt
- You gain 2d6 hit points. Any hit points gained beyond your hit point maximum are gained as temporary hit points.
- Gain a +2 bonus to Strength checks, saves, and Strength-based attacks.
- Your rage duration resets, and your rage damage increases by +2.
- You can attack as a bonus action.
Blood Sense
While you are raging, you can flawlessly detect any injured creature, excluding constructs, elementals, oozes, and plants. You gain advantage on attacks against any injured creature except for the aforementioned creature types, but you take disadvantage on attacks on other uninjured creatures that are not marked as your prey.
Knowledgeable Prey
When you mark a target as Prey, that creature must make a Wisdom saving throw (DC 8+Strength modifier+Intimidation skill bonus). On a fail, the Prey becomes paralyzed for 1d4 rounds and becomes frightened for 1d6 rounds after they recover from being paralyzed. On a success, the Prey becomes frightened for 1d6 rounds. While your Prey is affected by this feature, you can use your bonus action to dash in the direction of your prey, but cannot use your action to dash unless your Prey is injured.
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